Abstract

Short-range Radio Frequency IDentification (SR-RFID) technology embedded in mobile phones offers interaction design practitioners the potential to design new forms of mobile experiences. The article presents a design oriented research study that seeks to develop affordances specifically in support of such practice. To do so the authors draw on Activity Theory. They present three levels of SR-RFID related design affordances: need related design affordances, instrumental design affordances and operational design affordances. Included also is what they label ‘RFID based Tap and Hold’; a term used so as to frame tangible interaction on SR-RFID. A generative and descriptive model of Tap and Hold is proposed, as is a set of input techniques derived from the Tap and Hold model. Overall, the study suggests opening out from functional views of SR-RFID to ones that view it as a technology applicable for designers exploring potential new interactions. This is important since such work may be used to support the generation of new designs, an area often overlooked in research on RFID.

Highlights

  • Towards designing for interaction In interaction design the shaping of novel interaction techniques has increasingly been seen as a driver for new user experiences

  • We suggest that the concept of Tap and Hold more sharply captures the tangible potential of ShortRange Radio Frequency Identification (SR-RFID) and at the same time demonstrates this potential by associating it to the ‘Drag and Drop’ of the Graphic User Interface (GUI)

  • The study applied the concept of affordance, informed by perspectives from activity theory, to experimental designing

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Summary

Introduction

Towards designing for interaction In interaction design the shaping of novel interaction techniques has increasingly been seen as a driver for new user experiences. In the design of such new interactions, emerging interface technologies, such as ShortRange Radio Frequency Identification (SR-RFID), which may have properties not yet fully exploited in current solutions, may have a role as enablers of novel forms of interaction and engagement. Such technologies are seldom analyzed or framed according to a designer’s need to design novel interactions. This is a problem since limited understanding of a technology in terms of the design of interactions may lead to outcomes that do not take fully advantage of the technology’s interactional potential

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